[this part is solved, read edit below]
Could one of S2 shed light on how to setup the materials so that they're exported correctly as well.

When having Model Definition ticked and Materials (I figure) it would populate the *.material with proper xml according to how you've configured it in an 3ds Max material.

I can only apply 1 material to the hero model, which is indicated by the first name of the 3 materials in the bottom list.
I've tried the standard material but using maps here doesn't generate the proper xml inside *.material, but at least it uses the name and some maps.
Also I've tried to use a Multi/Sub-Object material with standard sub-materials to hopefully get it to recognize the different materials (diffuse, normal, spec, team) it can export, but this failed as well

How am I supposed to use the standard material so that all settings used are written to the *.material file without me having to manually edit it after exporting a model.

Edit:
It seems that the standard material in 3ds Max can be used

Some other questions/problems:
Although I don't know what the other 2 materials are used for or how to get these applied correctly so they're exported
And I don't know how the team map should be used in the standard shader (and get it exported properly).
Also it seems to have problems copying the textures used

Code:

WARNING: Unable to copy texture color.tga to c:/Games/Heroes of Newerth/game/heroes/myhero/
WARNING: Unable to copy texture normal_rxgb.tga to c:/Games/Heroes of Newerth/game/heroes/myhero/
WARNING: Unable to copy texture spec_color.tga to c:/Games/Heroes of Newerth/game/heroes/myhero/

Where's an importer so we can import the models to change the animations?

Originally Posted by TreeHorse

Teenage years are a time of raging emotional instability and hormone imbalances... it's really a bad time for younger kids to be unsupervised gaming/browsing all day and involved with similarly angry/imbalanced people with the &quot;anonymous lack of conscience&quot; that most internet users have.

Now if you didn't rename anything, you can then re-import the same fbx but choose another animation this time. This should keep all your changes made to the model, except for the animation. Make any changes in the animation and export another animation clip.

Note: if you want to 'just' change the textures, you don't need to actually do all this. Just open the dds and start painting, save as tga in the proper folder and you're done

Now if you didn't rename anything, you can then re-import the same fbx but choose another animation this time. This should keep all your changes made to the model, except for the animation. Make any changes in the animation and export another animation clip.

Note: if you want to 'just' change the textures, you don't need to actually do all this. Just open the dds and start painting, save as tga in the proper folder and you're done

Is there a limit to the number of bones per model? I'm not sure if this has something to do with the model I'm working on or limitations of my computer, but when I try exporting it (the model) with around 92 bones, it gets messed up in HoN, random parts of the mesh are all over the place on each export (the .model file size is random as well). I managed to get around this by reducing the number of bones to around 70, this exports it flawlessly (no more random file size and distorted parts), although I would still like to know what the maximum number of bones are allowed/supported per export/model, if any.